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Solved Claire Larrouse quest in Jack Sparrow storyline

VanessaHudgensFan

Freebooter
Banned
Hello everyone,

The last few days I have worked on a way to get the side quests of the Standard storyline in the Jack Sparrow storyline as wel so I can played those quests in that storyline too. With the help of Pieter I've come really far and most quests work but the Claire Larrouse one didn't work. When I reached Barbados and have been transported to the mines I'm stuck and the quest characters won't apprear. I have send the errors to Pieter already and he doesn't know what was going on here and why it's not working so I hope someone else here can fix it. I have uploaded the files I have used and I think by myself there is something wrong in both_reaction.c but I'm not so experienced as you are, I hope you can fix this and make it workable so I can play the Sparrow storyline with the sidequests :)

Here is my compile.log after I was stuck there. I have posted the whole file because I don't know what is needed to see what is going on. If you need more from me feel free to ask hehehe ;)

Code:
----------------------------------------
Build 14 Beta 3.1 Full: 6 Dec 2013
Savegame Compatibility: 14.891
----------------------------------------

Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 781
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 354 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 937
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: perks
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: start NPC init
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = Piranha not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolgrapes not implemented
WARNING!!! Item id = blade26+1 not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = blade26+1 not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+1 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = pistol5+3 not implemented
WARNING!!! Item id = pistol6+3 not implemented
WARNING!!! Item id = pistol1+3 not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
WARNING!!! Item id = gunpowder not implemented
WARNING!!! Item id = pistolbullets not implemented
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1555::
Gauging: done second pass through char array
Gauging: characters
Gauging: ships
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
CaptureTownForNation: town=Santo Domingo, 1st=1
SetTownGarrisonForNation: town=Santo Domingo, 1st=1
Gauging: towns
Number of locations: 796
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 356 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 937
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
storyline\JackSparrow\quests\both_reaction.c not loaded, loading now!
storyline\JackSparrow\quests\quests_reaction.c not loaded, loading now!
Gauging: start reinit
Gauging: preprocessor
Gauging: nosave
Init encounters complete.
Gauging: RM mod and rumors
Gauging: shipberthing
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: load mch in first
Overup cargo space on 10
Overup cargo space on 1
CaptureTownForNation: town=Tortuga, 1st=0
SetTownGarrisonForNation: town=Tortuga, 1st=0
!!! Reload to Tortuga_Port (index=349)
ERROR(no find emerge string): string FindEmergeLocator(ref rObject, string emerge_str) : reload1_back
Emerge locator reload1_back in location Tortuga_Port not found!
Character emerge on first locator (reload2_back)
** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 161
** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 20
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Tortuga_port
ItemLogic: found 0 buttons
Gauging: done load mch in first
Equip Character Piccolet with blade7 his nation: 3 blade nation=
Main character's twin found!!!
Quest name opening FOUND in QuestComplete
Equip Character Bento with blade1 his nation: 3 blade nation=
Equip Character Kerstecen with blade2 his nation: 3 blade nation=
Equip Character Corneille with blade48 his nation: 3 blade nation=
Equip Character Case with blade4 his nation: 3 blade nation=
Equip Character Otkiin with blade2 his nation: 3 blade nation=
Equip Character Reynken with Merchantsdagger his nation: 3 blade nation=
Equip Character Bartolomeus with blade1 his nation: 3 blade nation=
Quest name Tortuga_jack FOUND in BothQuestComplete
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Quest name player_back FOUND in CommonQuestComplete
locator_name = reload4_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 349
reload_island_index = -1
reload_location_index = 353
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Tortuga_tavern
ItemLogic: found 0 buttons
Quest name Tortuga_restore FOUND in BothQuestComplete
SETTING MUSIC: music_tavern_pirate
SETTING MUSIC: music_tavern_pirate
Template <goto> -> path not found chr.id = John Adams
Template <goto> -> teleport chr.id = John Adams to <barmen : bar1>
Quest name Take_a_seat_BB FOUND in QuestComplete
Quest name Take_a_seat_BB2 FOUND in QuestComplete
Quest name Take_a_seat_BB3 FOUND in QuestComplete
Template <follow> -> timeout chr.id = Storyteller
Template <follow> -> teleport chr.id = Storyteller to pos(-5.0093, 1.e-004, 2.9884)
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 353
reload_island_index = -1
reload_location_index = 403
Start reload
Quest name TotBB_HtC3 FOUND in QuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 14
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Cayman_Port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model items\\
SETTING MUSIC: music_eng_town
SETTING MUSIC: music_eng_town
locator_name = sea lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 403
reload_island_index = 8
reload_location_index = -1
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
SEA: sealogin loading island Cayman
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = US_Hannah
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger3
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = HMS_Bounty
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SP_Galeon50
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = Shnyava2
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = HMS_Unicorn
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 161, theDay = 174
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 7
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Brigantina1
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = FR_WarGalleon
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Carrack
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = FR_WarGalleon
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Corvette1
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Barque4_47
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit done
PauseAllSounds
locator_name = reload_1 lockedReloadLocator =
reload_cur_island_index = 2
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 65
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 13 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Equip Character Sabaricus with blade2 his nation: 2 blade nation=
Equip Character Carlo with blade2 his nation: 2 blade nation=
Equip Character Daniel with blade5 his nation: 2 blade nation=
Equip Character Jaime with Merchantsdagger his nation: 2 blade nation=
Equip Character Sarrazin with blade48 his nation: 2 blade nation=
Equip Character Teodoro with MerchantsBlade his nation: 2 blade nation=
Equip Character Isidro with blade1 his nation: 2 blade nation=
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\spyglass4
trying to spawn item: 250gp with rarity=0.14233 itemProb=0.24
trying to spawn item: jewelry8 with rarity=0.51343 itemProb=0.18
trying to spawn item: 100gp with rarity=0.68964 itemProb=0.36
trying to spawn item: potion3 with rarity=0.8302 itemProb=0.48
trying to spawn item: medical1 with rarity=0.37146 itemProb=0.96
trying to spawn item: medical1 with rarity=0.28433 itemProb=0.96
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Equip Character Almundar with blade2 his nation: 2 blade nation=
Equip Character Domingo with blade5 his nation: 2 blade nation=
Equip Character Sabaricus with blade4 his nation: 2 blade nation=
Equip Character Sesmiro with blade7 his nation: 2 blade nation=
Equip Character Adileubo with MerchantsBlade his nation: 2 blade nation=
Equip Character Beneyto with blade2 his nation: 2 blade nation=
Equip Character Lando with blade7 his nation: 2 blade nation=
Equip Character Galindo with blade1 his nation: 2 blade nation=
Equip Character Rademundus with MerchantsBlade his nation: 2 blade nation=
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
SetCharacterTask_GotoPoint -> locator 'stay2' in group 'tables' not found
Template <goto> -> path not found chr.id = Muelle_officiant
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Equip Character Crewmember with blade4 his nation: 9 blade nation=
ItemLogic: On load location ShipDeck4
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Whr_UpdateWeather finish weather update
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
SEA: SeaLogin begin
Quest name to_oxbay_mines_with_larrouse_complete FOUND in BothQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 174, theDay = 185
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 11
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Colonial Powers, Nat = Pirate, Type = , Loop = 0, Ship ID = Corvette1
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Colonial Powers, Nat = Pirate, Type = , Loop = 0, Ship ID = PiratHannah
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Ketch
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop2
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Caravel1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Caravel2
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit done
Quest name to_oxbay_mines_with_larrouse_complete_2 FOUND in BothQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
ItemLogic: On load location Oxbay_Canyon
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
ItemLogic: Loaded model items\\Adrenaline
Quest name to_oxbay_mines_with_larrouse_3_complete FOUND in BothQuestComplete

Greetz,

VanessaHudgensFan
 

Attachments

  • Jack Sparrow Side Quests.zip
    48.8 KB · Views: 116
My guess is you haven't added the characters which are needed.
They should be added to the character init also.
For now this also requires a new game for it to work.
 
My guess is you haven't added the characters which are needed.
They should be added to the character init also.
For now this also requires a new game for it to work.

They are in the character.init. I have created a map there: Side quests and there are they somewhere if I'm not mistaken. I have uploaded that file also in my previous post, have you looked into this because I thought the characters were there in that file.
 
nope you didn't include it thats why I asked.
If you created a new file make sure you also added it to character_init.c
There are rows like this:
Code:
n = CreateGameCharacters(n, "FalaiseDeFleur"); ReloadProgressUpdate();

Change the "FalaiseDeFleur" to the name of your file.
 
nope you didn't include it thats why I asked.
If you created a new file make sure you also added it to character_init.c
There are rows like this:
Code:
n = CreateGameCharacters(n, "FalaiseDeFleur"); ReloadProgressUpdate();

Change the "FalaiseDeFleur" to the name of your file.

Aye I think I understand :whipa

The characters are located in the file SideQuests and that file is in characters.init from Jack Sparrow storyline ;)

It means this is the new code:

Code:
n = CreateGameCharacters(n, "SideQuest"); ReloadProgressUpdate();

Where can I find this line? In which file and where is it located?
 
The SideQuest character should already automatically be loaded. It is used also in JackAubrey and JeanLafitte.
 
The SideQuest character should already automatically be loaded. It is used also in JackAubrey and JeanLafitte.

Yeah and for the other quests it works. The side quests from Aubrey en Lafitte storylines are already coded in by me and they work fine. The Larrouse, Bartolomeu, and Hitman quests are never added in other stories as side quests and I'm trying to add them in the Jack Sparrow campaign and if that works we can add in also in the other storyline but because those quests are never added before I must collect all files first and there are everywhere so it is possible I missed something somewhere. (The Hitman quest is changed in the Assassins storyline so this one isn't usable because Vice Admiral Benavides apprears there to give Elting that mission and he isn't in Jack Sparrow and the 2 Bartolomeu quests are in Bartolomeu storyline but Claire Larrouse is never added somewhere else)
 
Ok I tought you added a new file for it. Then it wont matter indeed and it should work.

Do you have an error log to after this point?
Everything looks fine to me in the both_reactions
 
Yes here is the error log:

Code:
RUNTIME ERROR - file: utils.c; line: 2301
Invalid range
RUNTIME ERROR - file: storyline\JackSparrow\quests\both_reaction.c; line: 5038
invalid index -1 [size:2250]
RUNTIME ERROR - file: storyline\JackSparrow\quests\both_reaction.c; line: 5038
function 'BothQuestComplete' stack error

This rule again, this is the rule who causes the error, line 5038

Code:
            LAi_SetOfficerType(&characters[getOfficersIndex(Pchar, 1)]);

I hope it can be fixed now
 
So I looks like Pieter was right about this again ;) I have tried it with three passengers and it DID work.

That means I have succeed in adding the side quest properly :D

For this thread I say FIXED!
 
But it doesn't work if you don't have officers? That is still odd.
 
But it doesn't work if you don't have officers? That is still odd.

Indeed I don't work without officers. Normally there will aprear three crewmembers when you transported to the Canyon but now they don't apprear there, that's the error in the file I think but I have no idea how to solve it, maybe you or Levis knows how to fix this?
 
I think you need all three Blaze_Crewmember characters from the Standard storyline Story.c character init file into the SideQuest.c file.
 
I told you already: PROGRAM\Storyline\standard\characters\init\Story.c .
Search for "Blaze_Crewmember". There are three.
 
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